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Status Report 08 March 2017 | DayZ | Official website

This week, Brian and Mirek are explaining our decision to push vehicles to Stable branch early, Peter is teasing bits and pieces about our recent effort to improve the melee weapons combat, and Viktor reports on the progress his team made on animations used with that new melee combat system.

Contents This Week

We appreciate everyone’s patience with this Status Report coming out a day later than normal as our Brand Team works on recording the next of our Dev Spotlight videos for Viktor Kostik, our Animation Lead (Baty shares more on that in the Community Spotlight).

For this Status Report I’d like to lead off briefly talking about vehicles on the Steam stable branch, then take a quick look at the critical tracked issues on 0.61 and hand off to Peter, Viktor, and Mirek for the rest of this report.

As many of you may have noticed, we went ahead and re-enabled the spawning of vehicles on the Stable branch servers. We’ve gone through a good deal of iteration on these over the last few months on experimental branch. While we’ve been able to tackle a great deal of the issues discovered in testing on the Exp/Unstable branch, there are still obviously critical issues with the existing implementation.

Vehicles are a pillar of the DayZ experience, and one that we’re far from being happy with in their current state. Their push to Stable was a measured decision based upon the limited number of active players on Experimental/Unstable branch (to be fair, the draw to participate in Exp/Unstable is obviously lower on hotfix builds compared to full updates) and the data we received through the feedback tracker, and repro steps provided.

Not an easy decision to be sure, but given the option of leaving them on Exp/Unstable only and not getting the larger pool of users getting hands on with it – the call was made. Mirek will elaborate upon some of the technical points below, but I want all of you who are concerned about the operation and systems behind vehicles to rest assured.

Where we are now, and where we want to be are two separate points and vehicles -will- get the attention such a core pillar of DayZ deserves. Like many things right now, all that is required is patience – as the push to Beta is a massive undertaking for us, and every in game mechanic and gameplay system is impacted by it in one way or another.

As far as 0.61 work goes – we’ve continued to push builds through the Exp/Unstable branch over the last few weeks – and today we should be pushing another update to Stable branch from Exp/Unstable. For today’s Stable update we’re looking at changes that should hopefully address:

In addition to these, we are still investigating several issues related to the reintroduction of vehicles onto stable branch – such as but not limited to:

Server Performance Degradation (potentially related to vehicles)

Reports of invisible players

It’s critical to understand that poor server performance can be the root cause of a significant amount of issues that you as players encounter. While this may seem concerning, as we are approaching the limit of what we can do with 0.61 and the legacy technology – the Beta milestone, and introduction of new technology on the Enfusion side opens up a lot more opportunities for us. Not to mention being able to move the server away from having to track two physics systems, which in and of itself is very resource intensive.